/** Find the closest point on target_ray to mouse_ray.
 * @returns false if rays are effectively parallel, true otherwise.
 */
bool InteractiveMarkerControl::findClosestPoint( const Ogre::Ray& target_ray,
                                                 const Ogre::Ray& mouse_ray,
                                                 Ogre::Vector3& closest_point )
{
  // Find the closest point on target_ray to any point on mouse_ray.
  //
  // Math taken from http://paulbourke.net/geometry/lineline3d/
  // line P1->P2 is target_ray
  // line P3->P4 is mouse_ray

  Ogre::Vector3 v13 = target_ray.getOrigin() - mouse_ray.getOrigin();
  Ogre::Vector3 v43 = mouse_ray.getDirection();
  Ogre::Vector3 v21 = target_ray.getDirection();
  double d1343 = v13.dotProduct( v43 );
  double d4321 = v43.dotProduct( v21 );
  double d1321 = v13.dotProduct( v21 );
  double d4343 = v43.dotProduct( v43 );
  double d2121 = v21.dotProduct( v21 );

  double denom = d2121 * d4343 - d4321 * d4321;
  if( fabs( denom ) <= Ogre::Matrix3::EPSILON )
  {
    return false;
  }
  double numer = d1343 * d4321 - d1321 * d4343;

  double mua = numer / denom;
  closest_point = target_ray.getPoint( mua );
  return true;
}
Esempio n. 2
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VOID CEngineInterface::Camera_GetWindowToViewportRay(INT nX, INT nY, fRay& fRay)
{
	Ogre::Ray ray = m_pFairySystem->getWindowToViewportRay(nX, nY);

	fVector3 fGFX = fVector3(ray.getOrigin().x, ray.getOrigin().y, ray.getOrigin().z);
	Axis_Trans(AX_GFX, fGFX, AX_GAME, fRay.mOrigin);

	fRay.mDirection = fVector3(ray.getDirection().x, ray.getDirection().y, ray.getDirection().z);
}
void Selection3DDisplayCustom::raycastRequest(bool, int x, int y)
{
    float win_width = render_panel_->width();
    float win_height = render_panel_->height();

    //then send a raycast straight out from the camera at the mouse's position
    Ogre::Ray mouseRay = this->render_panel_->getCamera()->getCameraToViewportRay((float)x/win_width, (float)y/win_height);

    // send ray data to other instances of OCS
    publishOCSRayRequest(RAYCAST_SELECTION, mouseRay.getOrigin(), mouseRay.getDirection());

    // send ray data to onboard
    publishRayRequest(mouseRay.getOrigin(), mouseRay.getDirection());
}
Esempio n. 4
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//----------------------------------------------------------------------------------------
bool ObjectsViewWidget::OnDragMove(Ogre::Viewport *vp, unsigned int modifier, Ogre::Vector2& position)
{
    if(mDragData.ObjectType == "")
        return false;

    if(!mDragData.Object)
        return true;


    Ogre::Ray mouseRay;
    mouseRay = vp->getCamera()->getCameraToViewportRay(position.x, position.y);

    Ogre::Vector3 vPos;
    mDragData.Object->getProperties()->getValue("position", vPos);

    bool hitfound = false;

    if(modifier & Ogitors::DragDropShiftModifier)
    {
        hitfound = OgitorsRoot::getSingletonPtr()->GetViewport()->GetHitPosition(mouseRay, vPos, mDragData.Object->getName());
    }
    
    if(!hitfound)
    {
        if(vPos.x == 999999 && vPos.y == 999999 && vPos.z == 999999)         
            vPos = mouseRay.getOrigin() + (mouseRay.getDirection() * 40.0f);         
        else         
            vPos = OgitorsRoot::getSingletonPtr()->GetGizmoIntersectCameraPlane(mDragData.Object, mouseRay);
    }

    mDragData.Object->getProperties()->setValue("position", vPos);
    
    return true;
}
Esempio n. 5
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gkCam2ViewportRay::gkCam2ViewportRay(gkScalar x, gkScalar y, gkScalar rayLength)
{
	gkScene* pScene = gkEngine::getSingleton().getActiveScene();

	GK_ASSERT(pScene);

	gkCamera* pCamera = pScene->getMainCamera();

	GK_ASSERT(pCamera);

	gkVector2 pos(x, y);
	
	gkWindow* pWindow = pScene->getDisplayWindow();
	if (pWindow == 0)
		pWindow = gkWindowSystem::getSingleton().getMainWindow();

	GK_ASSERT(pWindow);

	gkScalar width = pWindow->getWidth();

	gkScalar height = pWindow->getHeight();

	GK_ASSERT(width && height);

	Ogre::Ray ray = pCamera->getCamera()->getCameraToViewportRay(pos.x / width, pos.y / height);

	gkVector3 p0 = ray.getOrigin();

	gkVector3 p1 = p0 + ray.getDirection() * rayLength;

	setOrigin(p0);
	setDirection(p1 - p0);
}
Esempio n. 6
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void OrientationControlet::injectMousePress(int _absx, int _absy, MyGUI::MouseButton _id)
{
	if( _id == MyGUI::MouseButton::Left ){
		string name = Game::getSingleton().pickMovableObject( _absx,_absy );
		if( name == mName ){
			mPick = true;
			mMouseX = _absx;
			mMouseY = _absy;
			InputFilter::getSingleton().setCapture();

			/*判断开始时候,控制球是在球的正面还是背面
			*/
			Game& game = Game::getSingleton();
			int sx = game.getScreenWidth();
			int sy = game.getScreenHeight();
			Ogre::Ray B = game.getCamera()->getCameraToViewportRay(
					(Ogre::Real)_absx/(Ogre::Real)sx,
					(Ogre::Real)_absy/(Ogre::Real)sy
				);
			Ogre::Matrix3 m3 = mNode->getLocalAxes();
			Ogre::Vector3 axis = m3.GetColumn(2);
			if( axis.dotProduct(B.getDirection())>0 )
				mNearFar = false;
			else
				mNearFar = true;
		}
	}
}
Esempio n. 7
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void InputListener::shootingMouvements(const Ogre::FrameEvent& evt)
{
  if (this->_Game->getGun(this->_Game->getNextTeam()->getChoseGun()).getAfterEffect() == true)
  {
    if (this->_Game->getGun(this->_Game->getNextTeam()->getChoseGun()).afterEffect(evt.timeSinceLastFrame) == true)
    {
      this->changeTurn();
    }
    else
    {
      this->_Game->doDamageToWorms(this->_Game->
        getGun(this->_Game->getNextTeam()->getChoseGun()).getExplosion(), this->_Game->
        getGun(this->_Game->getNextTeam()->getChoseGun()).getScale() / 20);
    }
  }
  else if (!this->_WormsApp->getSceneManager()->getScene("PlayScene")->getGame()
           ->getGun(this->_Game->getNextTeam()->getChoseGun()).getIsFree())
    this->_Game->getGun(this->_Game->getNextTeam()->getChoseGun()).move(evt.timeSinceLastFrame, this->_CollisionMgr, this->_Game->getTeam());
  if (this->_Mouse->getMouseState().buttonDown(OIS::MB_Left))
   {
    if (this->_Game->getTeleportActivated())
    {
      Ogre::Vector2 pos = this->_WormsApp->getUIManager()->teleportPressed();
      pos.x = pos.x / this->_currentScene->getViewPort()->getActualWidth();
      pos.y = pos.y / this->_currentScene->getViewPort()->getActualHeight();
      Ogre::Ray ray = this->_currentScene->getCamera()->getCameraToViewportRay(pos.x, pos.y);

      Ogre::Vector3 newRay= ray.getOrigin() + (ray.getDirection() * 3);
      newRay.z = 0;
      _current->getNode()->setPosition(newRay);
    }
  }
}
Esempio n. 8
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bool gkRayTest::collides(const Ogre::Ray& ray)
{
	gkVector3 from = ray.getOrigin();
	gkVector3 to = ray.getOrigin() + ray.getDirection();
	gkRayTestFilter test;
	return gkRayTest::collides(from, to,test);
}
// -------------------------------------------------------------------------
void OgreBulletListener::button1Pressed()
{

    // small unique impulse under cursor.
    Ogre::Vector3 pickPos;
    Ogre::Ray rayTo;
    OgreBulletDynamics::RigidBody * body = 
        getBodyUnderCursorUsingBullet(pickPos, rayTo);
        //getBodyUnderCursorUsingOgre(pickPos, rayTo);
    if (body)
    {  
        if (!(body->isStaticObject() 
            || body->isKinematicObject()
            ))
        {

            body->enableActiveState ();

            const Ogre::Vector3 relPos (pickPos - body->getCenterOfMassPosition());
            const Ogre::Vector3 impulse (rayTo.getDirection ());

            body->applyImpulse (impulse * mImpulseForce, relPos);		

        }

        getDebugLines();
        mDebugRayLine->addLine (rayTo.getOrigin(), pickPos);
        mDebugRayLine->draw();	
    }  
}
Esempio n. 10
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void ProjectManager::onSelectActorAtClickpoint(float mouseX,
                                               float mouseY)
{
    assert(QThread::currentThread() == thread());

    QOCamera* cameraNode = getCameraWithName("cam1");
    if(!cameraNode)
    {
        qWarning("ProjectManager.onSelectActorAtClickpoint: Can't determine an actor to select "
                 "without a corresponding CameraNode.");
        return;
    }

    Ogre::Camera* camera = cameraNode->camera();
    if(!camera)
    {
        qWarning("ProjectManager.onSelectActorAtClickpoint: Can't determine an actor to select "
                 "without a corresponding ogre camera.");
        return;
    }

    Ogre::Ray mouseRay = camera->getCameraToViewportRay(mouseX, mouseY);

    Scene* current = mScenarioManager.getCurrentScene();
    QSharedPointer<Actor> hitActor = current->raycast(mouseRay.getOrigin(),
                                                      mouseRay.getDirection()).actor.toStrongRef();

    if(hitActor)
    {
        onActorChangeSelected(hitActor->getName(),
                              !hitActor->getSceneNode()->getShowBoundingBox());
    }
}
Esempio n. 11
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std::pair<bool, Real>
doPicking(const Ogre::Ray& localRay, const CollisionModel& collisionModel, CullingMode cullingMode)
{
    // Convert our ray to Opcode ray
    IceMaths::Ray world_ray(
        IceMaths::Point(localRay.getOrigin().x, localRay.getOrigin().y, localRay.getOrigin().z),
        IceMaths::Point(localRay.getDirection().x, localRay.getDirection().y, localRay.getDirection().z));

    // Be aware we store triangle as ccw in collision mode, and Opcode treat it as cw,
    // so need to inverse cull mode here.
    Opcode::CullMode cullMode;
    switch (cullingMode)
    {
    default:
    case CULL_NONE:
        cullMode = Opcode::CULLMODE_NONE;
        break;
    case CULL_CLOCKWISE:
        cullMode = Opcode::CULLMODE_CCW;
        break;
    case CULL_ANTICLOCKWISE:
        cullMode = Opcode::CULLMODE_CW;
        break;
    }

    // Cull mode callback for Opcode
    struct Local
    {
        static Opcode::CullMode cullModeCallback(udword triangle_index, void* user_data)
        {
            return (Opcode::CullMode) (int) user_data;
        }
    };

    std::pair<bool, Real> ret;

    // Do picking
    Opcode::CollisionFace picked_face;
    ret.first = Opcode::Picking(picked_face,
        world_ray, collisionModel.getOpcodeModel(), 0,
        0, FLT_MAX,
        world_ray.mOrig,
        &Local::cullModeCallback, (void*) (int) cullMode);
    ret.second = ret.first ? picked_face.mDistance : 0;

    return ret;
}
Esempio n. 12
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Ogre::Ray OgreMesh::transformRay(Ogre::Node *node, const Ogre::Ray &ray) {
  return ray;
  const Ogre::Vector3 &position = node->_getDerivedPosition();
  const Ogre::Quaternion &orient = node->_getDerivedOrientation();
  const Ogre::Vector3 &scale = node->_getDerivedScale();
  Ogre::Vector3 newStart = (orient.Inverse() * (ray.getOrigin() - position)) / scale;
  Ogre::Vector3 newDirection = orient.Inverse() * ray.getDirection();
  return Ogre::Ray(newStart, newDirection);
}
Esempio n. 13
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bool Panel::injectMouseMoved(const Ogre::Ray& ray)
{
    Ogre::Matrix4 transform;
    transform.makeTransform(mNode->getPosition(), mNode->getScale(), mNode->getOrientation());
   
    Ogre::AxisAlignedBox aabb = mScreenRenderable->getBoundingBox();
    aabb.transform(transform);
    pair<bool, Ogre::Real> result = Ogre::Math::intersects(ray, aabb);

    if (result.first == false)
    {
        unOverAllElements();
        return false;
    }

    Ogre::Vector3 a,b,c,d;
    Ogre::Vector2 halfSize = (mSize/100) * 0.5f;
    a = transform * Ogre::Vector3(-halfSize.x,-halfSize.y,0);
    b = transform * Ogre::Vector3( halfSize.x,-halfSize.y,0);
    c = transform * Ogre::Vector3(-halfSize.x, halfSize.y,0);
    d = transform * Ogre::Vector3( halfSize.x, halfSize.y,0);
    
    result = Ogre::Math::intersects(ray, c, b, a);
    if (result.first == false)
        result = Ogre::Math::intersects(ray, c, d, b);
    if (result.first == false)
    {
        unOverAllElements();
        return false;
    }
    if (result.second > mDistanceFromPanelToInteractWith)
    {
        unOverAllElements();
        return false;
    }

    Ogre::Vector3 hitPos = (ray.getOrigin() + (ray.getDirection() * result.second));
    Ogre::Vector3 localPos = transform.inverse() * hitPos;
    localPos.x += halfSize.x;
    localPos.y -= halfSize.y;
    localPos.x *= 100;
    localPos.y *= 100;
   
    // Cursor clip
    localPos.x = Ogre::Math::Clamp<Ogre::Real>(localPos.x, 0, mSize.x - 10);
    localPos.y = Ogre::Math::Clamp<Ogre::Real>(-localPos.y, 0, mSize.y - 18);

    mInternalMousePos = Ogre::Vector2(localPos.x, localPos.y);
    mMousePointer->position(mInternalMousePos);

    // Let's actualize the "over" for each elements
    for (size_t i=0; i < mPanelElements.size(); i++)
        mPanelElements[i]->isOver(mInternalMousePos);

    return true;
}
Esempio n. 14
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void CameraDragMove::_onDrag(const Point& pt)
{
    if (!mTerrainHitInfo.hitted)
        return;

    Ogre::Ray ray = getSceneManipulator()->getWindowToViewportRay(pt);
    if (!ray.getDirection().y)
        return;

    Ogre::Vector3 newPosition;

    // 对正交投影和透视投影分开处理
    if (getSceneManipulator()->getCamera()->getProjectionType() == Ogre::PT_ORTHOGRAPHIC)
    {
        Real offsetx = mRay.getOrigin().x  - ray.getOrigin().x;
        Real offsetz = mRay.getOrigin().z - ray.getOrigin().z;

        newPosition.x = getSceneManipulator()->getCamera()->getRealPosition().x + offsetx;
        newPosition.y = getSceneManipulator()->getCamera()->getRealPosition().y;
        newPosition.z = getSceneManipulator()->getCamera()->getRealPosition().z + offsetz;
    }
    else
    {
        Real length = (mTerrainHitInfo.position.y - mTerrainHitInfo.hitPosition.y) / ray.getDirection().y;
        newPosition = mTerrainHitInfo.hitPosition + ray.getDirection() * length;

        if (getSceneManipulator()->getCameraHeightLocked())
        {
            newPosition.y +=
                getTerrainData()->getHeightAt(newPosition.x, newPosition.z) -
                getTerrainData()->getHeightAt(mTerrainHitInfo.position.x, mTerrainHitInfo.position.z);
        }

    }

    getSceneManipulator()->setCameraPosition(newPosition);
}
// -------------------------------------------------------------------------
void OgreBulletListener::mouseMoved()
{
    mGuiListener->setMousePosition(mInputListener->getAbsMouseX (), mInputListener->getAbsMouseY ());
    if (mPickConstraint)
    {
        // dragging
        //add a point to point constraint for picking	
        Ogre::Ray rayTo = mCamera->getCameraToViewportRay (mInputListener->getAbsMouseX(), mInputListener->getAbsMouseY());
        //move the constraint pivot
        OgreBulletDynamics::PointToPointConstraint * p2p = static_cast <OgreBulletDynamics::PointToPointConstraint *>(mPickConstraint);
        //keep it at the same picking distance

        const Ogre::Vector3 eyePos(mCamera->getDerivedPosition());

        //Ogre::Vector3 dir = rayTo.getDirection () - eyePos;
        //dir.normalise();
        //dir *= mOldPickingDist;
        Ogre::Vector3 dir = rayTo.getDirection () * mOldPickingDist;
        dir.normalise();

        const Ogre::Vector3 newPos (eyePos + dir);
        p2p->setPivotB (newPos);    

        setDebugText ("Dragging");

        getDebugLines();
        mDebugRayLine->addLine (mPickedBody->getWorldPosition (), newPos);
        mDebugRayLine->draw();
        mGuiListener->showMouse();
    }

    if (mGuiListener->getGui()->injectMouse(mInputListener->getAbsMouseX ()*mWindow->getWidth(), 
        mInputListener->getAbsMouseY ()*mWindow->getHeight(), mInputListener->getButton0Pressed()))
    {
        mGuiListener->hideMouse();
    }
    else 
    {
        mGuiListener->showMouse();
    }


    if (mInputListener->getButton2Pressed())
    {
        mCameraRotX = Degree(-mInputListener->getRelMouseX () * 0.13);
        mCameraRotY = Degree(-mInputListener->getRelMouseY () * 0.13);
    }

}
Esempio n. 16
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/**
 * Calcula dirección del disparo
 */
Vector3 StandLatas::calculateDirShoot() {

  
  Vector3 dirShoot;
  _rayScnQuery->setSortByDistance(true);
  _rayScnQuery->setQueryMask(COL_STAND|COL_CAN);

    Ogre::Ray ray  = _camera->
                       getCameraToViewportRay(_mousex/float(1024),
                                              _mousey/float(768));
    dirShoot = ray.getDirection();


    std::cout << "Factor de Potencia "<< (_timeLoadingShoot/0.1)   << " tiempo Pulsado " <<_timeLoadingShoot << std::endl;
    return dirShoot*(_timeLoadingShoot/0.05);
}
Esempio n. 17
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  bool
  GenericMousePicker::cast(
    const OIS::MouseEvent &e,
    const CEGUI::Point& mousePos,
    const Ogre::Camera *mCamera,
    Ogre::MovableObject **out,
    Ogre::uint32 mask)
  {
    Ogre::Ray mouseRay =
      mCamera->getCameraToViewportRay(
        mousePos.d_x/float(e.state.width),
        mousePos.d_y/float(e.state.height)
      );

    return cast(mouseRay.getOrigin(), mouseRay.getDirection(), out, mask);
  }
Esempio n. 18
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void AIRayPathFinderStrategy::CalcLines(Ogre::Ray &line)
{
	Vector3 start;
	Vector3 direction = line.getDirection();
	Ogre::Quaternion quat;
	for (int i=0;i<LinesNumber-1;++i)
	{
		start = LineOrigins[i];			
		quat = start.getRotationTo(direction);

		start = quat*start; //matr.rotateVect(lines[i].start);
		Lines[i].setOrigin(start+line.getOrigin()); //lines[i].start += line.start;
		Lines[i].setDirection(start+direction); //lines[i].end = lines[i].start+v;		
	}

	Lines[LinesNumber-1] = line;
}
void NxOgreSample_SoftBodyApp::frameRenderingQueued(const Ogre::FrameEvent &evt)
{
	mWorld->advance(evt.timeSinceLastFrame);

	if (mSelectedVertex != -1)
	{
		Ogre::Vector2 point(CEGUI::MouseCursor::getSingleton().getPosition().d_x/mWindow->getWidth(),CEGUI::MouseCursor::getSingleton().getPosition().d_y/mWindow->getHeight());
		Ogre::Ray ogreRay = mCameraMan->getCamera()->getCameraToViewportRay(point.x,point.y);
		NxOgre::Ray nxRay;
		nxRay.mDirection.from(ogreRay.getDirection());
		nxRay.mOrigin.from(ogreRay.getOrigin());

		NxVec3 vec3 = (nxRay.mOrigin + 45 * nxRay.mDirection).as<NxVec3>();

		mSoftBody->getPhysXSoftBody()->attachVertexToGlobalPosition(mSelectedVertex,vec3);
	}	
}
Esempio n. 20
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//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Math::Ray
Camera::getViewportRay(int _x, int _y)
{
    // Convert the values to Real
    Ogre::Real x((Ogre::Real)_x);
    Ogre::Real y((Ogre::Real)_y);

    // Normalise them based on the size of the screen.
    x = x / m_canvas.getWidth();
    y = y / m_canvas.getHeight();

    const Ogre::Ray ray = m_camera.getCameraToViewportRay(x, y);

    return Math::Ray(
        Math::Point3(ray.getOrigin().ptr()),
        Math::Vector3(ray.getDirection().ptr())
    );
}
Esempio n. 21
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void SkyStar::followMouseRay(const Ogre::Ray& mouseRay)
{
	std::pair<bool, Real> intersectPlane = Math::intersects(mouseRay, *_waterPlane);
	if (!intersectPlane.first)
	{
		std::pair<bool, Real> intersectR = Math::intersects(mouseRay, *_skyPlane);
		Vector3 pos = mouseRay.getOrigin() + mouseRay.getDirection() * intersectR.second;
		if (pos.x < -50)
			pos.x = -50;
		if (pos.x > 50)
			pos.x = 50;
		if (pos.z > 50)
			pos.z = 50;
		if (pos.z < -50)
			pos.z = - 50;
		_node->_setDerivedPosition(pos);
	}
	
}
Esempio n. 22
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void OrbitCamera( ::Ogre::Camera* a_pCam, const::Ogre::Sphere& a_subjSphr,
                  const Ogre::Vector2& a_curTouch, const Ogre::Vector2& a_oldTouch )
{
    const ::Ogre::Vector3& center = a_subjSphr.getCenter() ;
    const ::Ogre::Vector3& camPos = a_pCam->getPosition() ;
    
    // gets the current looked-at point.
    const ::Ogre::Vector3 camDir = a_pCam->getDirection().normalisedCopy() ;
    const ::Ogre::Vector3 lookAt = camDir.dotProduct(center - camPos) * camDir + camPos  ;
    
    // makes the ray from the subjet's center to the camera.
    const ::Ogre::Ray rayToCam( center, (camPos - center).normalisedCopy() ) ;
    
    // makes the tangent plane to the sphere whose normal is toward the camera.
    ::Ogre::Real fDist = center.distance( camPos ) ;
    if( a_subjSphr.getRadius() < fDist )
        fDist = a_subjSphr.getRadius() ;        
    const ::Ogre::Plane touchPlane( rayToCam.getDirection(), fDist ) ;
    
    // gets the touch points on the plane.
    ::Ogre::Ray ray ;
    a_pCam->getCameraToViewportRay( a_curTouch.x, a_curTouch.y, &ray ) ;
    const ::Ogre::Vector3 curPoint = ray.getPoint( ray.intersects( touchPlane ).second ) ;
    a_pCam->getCameraToViewportRay( a_oldTouch.x, a_oldTouch.y, &ray ) ;
    const ::Ogre::Vector3 oldPoint = ray.getPoint( ray.intersects( touchPlane ).second ) ;
    
    // gets the quaternion.
    const ::Ogre::Quaternion qtnn = (curPoint - center).getRotationTo( oldPoint - center ) ;
    
    // gets the new camera position.
    ::Ogre::Vector3 newCamPos = camPos - center ;
    newCamPos = qtnn * newCamPos ;
    newCamPos += center ;
    
    // gest the new look-at.
    ::Ogre::Vector3 newLookAt = lookAt - center ;
    newLookAt = qtnn * newLookAt ;
    newLookAt += center ;
    
    // sets the camera to the new properties.
    a_pCam->setPosition( newCamPos ) ;
    a_pCam->lookAt( newLookAt ) ;
}
Esempio n. 23
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bool XYOrbitViewController::intersectGroundPlane( Ogre::Ray mouse_ray, Ogre::Vector3 &intersection_3d )
{
  //convert rays into reference frame
  mouse_ray.setOrigin( target_scene_node_->convertWorldToLocalPosition( mouse_ray.getOrigin() ) );
  mouse_ray.setDirection( target_scene_node_->convertWorldToLocalOrientation( Ogre::Quaternion::IDENTITY ) * mouse_ray.getDirection() );

  Ogre::Plane ground_plane( Ogre::Vector3::UNIT_Z, 0 );

  std::pair<bool, Ogre::Real> intersection = mouse_ray.intersects(ground_plane);
  if (!intersection.first)
  {
    return false;
  }

  intersection_3d = mouse_ray.getPoint(intersection.second);
  return true;
}
Esempio n. 24
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ray::ray(const Ogre::Ray &vec)
    : mOrigin(vec.getOrigin())
    , mDirection(vec.getDirection())
{
    ;
}
bool NxOgreSample_SoftBodyApp::mousePressed(const OIS::MouseEvent &arg, OIS::MouseButtonID id)
{
	if (arg.state.buttonDown(OIS::MB_Left))
	{
		if (mSelectedVertex != -1)
		{
			mSoftBody->getPhysXSoftBody()->freeVertex(mSelectedVertex);
			mSelectedVertex = -1;
		}

		Ogre::Vector2 point(arg.state.X.abs,arg.state.Y.abs);
		Ogre::Ray ogreRay = mCameraMan->getCamera()->getCameraToViewportRay(point.x/arg.state.width,point.y/arg.state.height);
		NxRay nxRay(NxVec3(ogreRay.getOrigin().x,ogreRay.getOrigin().y,ogreRay.getOrigin().z),NxVec3(ogreRay.getDirection().x,ogreRay.getDirection().y,ogreRay.getDirection().z));

		NxVec3 hit;
		
		if (!mSoftBody->getPhysXSoftBody()->raycast(nxRay,hit,mSelectedVertex))
			mSelectedVertex = -1;
	}

	return true;
}
Esempio n. 26
0
std::pair<bool, Real>
rayCollide(const Ogre::Ray& ray,
           Ogre::MovableObject* movable,
           bool accurate,
           CullingMode cullingMode,
           bool allowAnimable)
{
    // Get local space axis aligned bounding box
    const Ogre::AxisAlignedBox& aabb = movable->getBoundingBox();

    // Matrix4 to transform local space to world space
    const Ogre::Matrix4& localToWorld = movable->_getParentNodeFullTransform();

    // Matrix4 to transform world space to local space
    Ogre::Matrix4 worldToLocal = localToWorld.inverse();

    // Matrix3 to transform world space normal to local space
    Ogre::Matrix3 worldToLocalN;
    worldToLocal.extract3x3Matrix(worldToLocalN);

    // Convert world space ray to local space ray
    // Note:
    //      By preserving the scale between world space and local space of the
    //      direction, we don't need to recalculate the distance later.
    Ogre::Ray localRay;
    localRay.setOrigin(worldToLocal * ray.getOrigin());
    localRay.setDirection(worldToLocalN * ray.getDirection());

    // Intersect with axis aligned bounding box, but because we transformed
    // ray to local space of the bounding box, so this test just like test
    // with oriented bounding box.
    std::pair<bool, Real> ret = localRay.intersects(aabb);

    // Do accurate test if hitted bounding box and user required.
    if (ret.first && accurate)
    {
        if (movable->getMovableType() == Ogre::EntityFactory::FACTORY_TYPE_NAME ||
            allowAnimable && movable->getMovableType() == Ogre::AutoAnimationEntityFactory::FACTORY_TYPE_NAME)
        {
            Ogre::Entity* entity = static_cast<Ogre::Entity*>(movable);
            if (!entity->_isAnimated())
            {
                // Static entity

                // Get the entity mesh
                const Ogre::MeshPtr& mesh = entity->getMesh();

                // Get the collision mode
                CollisionModelPtr collisionModel = CollisionModelManager::getSingleton().getCollisionModel(mesh);

                ret = doPicking(localRay, *collisionModel, cullingMode);
            }
            else if (allowAnimable)
            {
                // Animation entity

                bool addedSoftwareAnimation = false;
                if (entity->getSoftwareAnimationRequests() <= 0)
                {
                    entity->addSoftwareAnimationRequest(false);
                    entity->_updateAnimation();
                    addedSoftwareAnimation = true;
                }

                CollisionModel collisionModel;
                collisionModel.addEntity(entity);
                collisionModel.build(true);

                ret = doPicking(localRay, collisionModel, cullingMode);

                if (addedSoftwareAnimation)
                {
                    entity->removeSoftwareAnimationRequest(false);
                }
            }
        }
    }

    return ret;
}
Esempio n. 27
0
void gkPickNode::CreatePick()
{
	ReleasePick();

	Ogre::Ray ray = GetRay();

	gkRayTest rayTest;

	if (rayTest.collides(ray))
	{
		const btCollisionObject* pCol = rayTest.getCollisionObject();

		gkPhysicsController* pObj = static_cast<gkPhysicsController*>(pCol->getUserPointer());

		m_pickedBody = dynamic_cast<gkRigidBody*>(pObj);

		if (m_pickedBody && !(pCol->isStaticObject() || pCol->isKinematicObject()))
		{
			btRigidBody* body = m_pickedBody->getBody();

			m_angularFactor = gkVector3(body->getAngularFactor());

			if (GET_SOCKET_VALUE(DISABLE_ROTATION))
			{
				body->setAngularFactor(0);
			}

			m_activationState = body->getActivationState();

			body->setActivationState(DISABLE_DEACTIVATION);

			const gkVector3& hitPointWorld = rayTest.getHitPoint();

			btVector3 hitPos(hitPointWorld.x, hitPointWorld.y, hitPointWorld.z);

			btVector3 localPivot = body->getCenterOfMassTransform().inverse() * hitPos;

			m_constraint = new btPoint2PointConstraint(*body, localPivot);

			static btScalar mousePickClamping = 30.f;

			m_constraint->m_setting.m_impulseClamp = mousePickClamping;

			btDynamicsWorld* pWorld = m_scene->getDynamicsWorld()->getBulletWorld();

			GK_ASSERT(pWorld);

			pWorld->addConstraint(m_constraint, false);

			Vector3 from = ray.getOrigin();
			Vector3 to = ray.getOrigin() + ray.getDirection();

			btVector3 rayFrom(from.x, from.y, from.z);
			btVector3 rayTo(to.x, to.y, to.z);

			//save mouse position for dragging
			m_oldPickingPos = rayTo;

			m_oldPickingDist = (hitPos - rayFrom).length();

			//very weak constraint for picking
			m_constraint->m_setting.m_tau = 0.1f;

			SET_SOCKET_VALUE(PICKED_OBJ, m_pickedBody->getObject());
			SET_SOCKET_VALUE(CAUGHT_TRUE, true);
			SET_SOCKET_VALUE(CAUGHT_FALSE, false);
		}
		else
		{
			m_pickedBody = 0;
		}
	}
}
Esempio n. 28
0
  bool
  PolyMousePicker::cast(
    const OIS::MouseEvent &e,
    const CEGUI::Point& mousePos,
    const Ogre::Camera *mCamera,
    Ogre::MovableObject **out,
    Ogre::uint32 mask)
  {

    using Ogre::Vector2;
    using Ogre::Vector3;

    std::map<Ogre::MovableObject*, int> objects;

    // cast 9 rays against every point in the box
    // and return the object that got the most hits
    for (int i=0; i < 9; ++i)
    {

      Ogre::Ray mRay =
      mCamera->getCameraToViewportRay(
        (mousePos.d_x + mCorners[i].x)/float(e.state.width),
        (mousePos.d_y + mCorners[i].y)/float(e.state.height)
      );

      //~ Ogre::Ray mRay(
        //~ Vector3(inOrigin.x + mCorners[i].x, inOrigin.y + mCorners[i].y, inOrigin.z),
        //~ inDirection);

      Ogre::Vector3 resultPoint;
      Ogre::MovableObject* resultObj = 0;
      bool result =
      RaycastFromPoint(
        mRay.getOrigin(),
        mRay.getDirection(),
        resultPoint,
        &resultObj,
        mask);

      if (result)
      {
        if (objects.find(resultObj) == objects.end())
          objects.insert(std::make_pair(resultObj, 1));
        else
          objects.find(resultObj)->second++;
      }
    }

    if (objects.empty())
      return false;

    // find the best hit
    int max = 0;
    Ogre::MovableObject* bestHit = 0;
    for (std::map<Ogre::MovableObject*, int>::const_iterator object = objects.begin();
    object != objects.end();
    ++object)
    {
      if (object->second > max)
      {
        max = object->second;
        bestHit = object->first;
      }
    }

    (*out) = bestHit;
    return true;
  }